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## Ratfolk Clan Rats Ratfolk are a prolific, though short-lived, race. They
rarely want for numbers, though few of their kind
have the opportunity to develop specialized skills. In
battle, ratfolk clans leverage the quantity-over-quality approach of their race to field overwhelming numbers
of otherwise unremarkable troops. All healthy ratfolk
are equipped with basic weapons and armor and
given enough rudimentary training to put it to use.
These clan rats then utilize their overwhelming
mass to break enemy fighters they would otherwise
be unable to defeat in a one-on-one fight. Clan rats are called such because they are most
often the core fighting force of a given ratfolk clan.
However, clan rat is a broad term, and any healthy
but otherwise unremarkable ratfolk with some
weapon proficiency and battle gear could be
referred to as a clan rat. ### Volcanic Slashers Some ratfolk clans make their underground homes
in volcanic regions. They quickly learn how to utilize
their fiery environment to their advantage, burrowing
their homes around magma chambers that provide
molten rock, useful for defending their lair with lava
traps. The magma also proves useful for forging
equipment, and ratfolk of these clans learn to imbue
all their weapons with fiery properties. The warriors of these clans also prove to be much hardier and heat resilient, as those lacking these qualities don’t last long within their volcanic homes. Known as volcanic slashers, these specialty clan rats combine their high fortitude with flaming weapons to burn their way across the battlefield.
### Art Credit * Clan Rats - Games Workshop * Clanrat Clawleader - Mark Bulahao ___ ___ > ## Ratfolk Clan Rat >*Medium humanoid (ratfolk), chaotic evil* > ___ > - **Armor Class** 16 (hide, shield) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|14 (+2)|10 (0)|10 (0)|10 (0)|8 (-1)| >___ > - **Skills** Acrobatics +4, Deception +1, Stealth +4 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Undercommon > - **Challenge** 1/4 (50 XP) **Proficiency Bonus** +2 > ___ > > ***Crevice Crawler.*** The ratfolk can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing. > > ***Keen Smell.*** The ratfolk has advantage on Wisdom (Perception) checks that rely on smell. > > ***Overwhelming Mass (1).*** The first time each turn that the ratfolk hits a creature with an attack, it deals an extra 1 damage per ally it has within 5 feet of its target that isn't incapacitated. The ratfolk can benefit from up to 3 allies this way. > > ### Actions > > ***Short Sword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) slashing damage. > > ***Sling.*** *Ranged Weapon Attack:* +4 to hit, reach 30/120 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. > > ### Reactions > > ***Scurry Away.*** When an enemy the ratfolk can see ends its turn, the ratfolk can move up to half its speed away from the creature and become frightened of it until the end of the creature's next turn. This movement doesn't provoke opportunity attacks. While frightened this way, the ratfolk can only take the Dash, Disengage, Dodge, or Hide action. This feature ignores immunity to the frightened condition. >
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___ ___ > ## Ratfolk Volcanic Slasher >*Medium humanoid (ratfolk), chaotic evil* > ___ > - **Armor Class** 16 (hide, shield) > - **Hit Points** 22 (4d8+4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|14 (+2)|12 (+1)|10 (0)|10 (0)|8 (-1)| >___ > - **Skills** Acrobatics +4, Deception +1, Stealth +4 > - **Damage Resistance** fire > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Undercommon > - **Challenge** 1/2 (100 XP) **Proficiency Bonus** +2 > ___ > > ***Burning Weapons*** Weapon attacks from the ratfolk deal an extra 3(1d6) fire damage (included in the attack). > > ***Crevice Crawler.*** The ratfolk can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing. > > ***Keen Smell.*** The ratfolk has advantage on Wisdom (Perception) checks that rely on smell. > > ***Overwhelming Mass (1).*** The first time each turn that the ratfolk hits a creature with an attack, it deals an extra 1 damage per ally it has within 5 feet of its target that isn't incapacitated. The ratfolk can benefit from up to 3 allies this way. > > ### Actions > > ***Short Sword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) slashing damage plus 3(1d6) fire damage. > > ***Sling.*** *Ranged Weapon Attack:* +4 to hit, reach 30/120 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage plus 3(1d6) fire damage. > > ### Reactions > > ***Scurry Away.*** When an enemy the ratfolk can see ends its turn, the ratfolk can move up to half its speed away from the creature and become frightened of it until the end of the creature's next turn. This movement doesn't provoke opportunity attacks. While frightened this way, the ratfolk can only take the Dash, Disengage, Dodge, or Hide action. This feature ignores immunity to the frightened condition. >
\pagebreak ### Change Log #### 0.0.0 * Document creation